Ols

Members
  • Content Count

    2,988
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by Ols

  1. KellyT was a Pirate

    Per a suggestion on the Discord, would it be possible to add the quote "KellyT is a pirate!" into the loading screen quotes? I think this would be a fitting way to remember him.
  2. The idea of a hunting server sounds interesting but it should come with mechanics that restrict the kind of deeds/settlements that can be founded, and discourage people from creating a massive web of roads. Creating hunting lodges would be fine (and cool), and major highways are fine, but there should be lots of open landscape too. Maybe if you made other resources very rare or capped their ql, it'd discourage permanent settlement. People should head over for hunting, rare forage/treasure, possibly special rifts or encounters. There's also the leftover Jackal code to remember - you could reuse some of it to have areas that are "cleansed" and made relatively safer, but also areas of increasing difficulty the further you move from the server's starter deed (which should imo be at the far edge of the server in the lowest difficulty area).
  3. I did help in the construction although I didn't help organise it - I'm not sure how helpful my memories would be given that construction took place in late 2009/early 2010 by my recollection. I'd be happy to share some thoughts if you want.
  4. To my great sadness, I learned yesterday that long time player and friend KellyT passed away suddenly last month, following an update from his family on Facebook. He was 28 years old. For those of you who are are also friends with Kelly on social media, you can leave your own respects on his Facebook wall, although I urge you to be respectful of his family's privacy and not press them for details about his passing before they feel ready to share that themselves. I first met KellyT all the way back in 2010, back when we played on Independence together at the village of Nyrada in the middle of the server, alongside his Mom and my friend Johnny. Being around the same age, we'd sit on Skype together as we played and chat about life, high school and how loud his refrigerator was. Due to the draconian and totalitarian rules of the Freedom servers, it was not yet possible for Kelly to take possession of boats that were wasted on their original owners. It was at the opening of the Epic cluster that his true legacy began. I did not immediately follow Kelly to the Horde of the Summoned, although it was hard to miss his impact once I arrived in Libila's one true kingdom. It must be stressed that KellyT was a pirate. KellyT bravely liberated watercraft from the disgusting Whitelighters who, in their ignorance of the true faith, were fundamentally unqualified to traverse the seven seas. He informed us of his noble quest through a variety of signage placed across the servers, and many a vessel could be found abandoned with KellyT's name inscribed upon its hull. I did not know KellyT's full adventures in Wurm, and I'm sure there are many great stories that others could share about their times with him. I am aware that Kelly's original account was not in good standing in Wurm Online, but that should not be allowed to detract from his heroic legacy of stealing boats. Regarding his nautical exploits, I want to share something his Mom wrote in tribute to him: I am not personally active in the game so I'm not sure what would be the best way to pay tribute to Kelly and his time in Wurm. You may find it fitting to write "KellyT is a pirate" or KellyT was a pirate" on a sign and place it in your harbour area, or some may prefer to come together to create a memorial site or colossus in tribute to him. I decided I wanted to put this sad news out here rather than spend too long writing out all my memories of KellyT, and I'd be grateful for any other funny and interesting stories people could share about their time ingame with the pirate himself. If people wish, I would be happy to pass on any condolences to his family in this difficult time. May KellyT, the eternal pirate, rest in peace.
  5. If you are considering re-adding tower capping, you should open a new thread in feature feedback about it so that the discussion doesn't get muddled up with general PMK stuff. I'd be open to it but its important to draw attention to the idea so everyone can have their say. I agree that constantly bashing and rebuilding towers is incredibly tedious and PMKs will make that tedium even worse.
  6. They also need a -10CR malus and be unable to ride horses.
  7. Although I'm not a mind reader, I'm guessing its a reference to when someone was banned without a reason being supplied and unbanned without a reason being supplied.
  8. People forgetting that player vs. player is a human vs. human dynamic baffles me a bit, ngl. There is no one fix, or surefire way to produce a particular outcome. People are not purely rational machines and they may still do things that do not promote regular combat even if the situation has changed in their favour. On the flip side, some people may take big risks even though the odds are stacked against them. To me if feels like people think its "too risky" to come off starter and fixing that perception in a way that doesn't make deeds unraidable seems very hard to do.
  9. Enable planting them but allow anyone to remove them and disable wagoneers. We need more carebear highways. Pottery brick road connecting all 3 starters.
  10. It wouldn't be Wurm forums without a thousand solutions in search of a problem.
  11. So the recipe is kindling and wood scrap to make a fire? Should be branch and kindling or stone and kindling imo. Whatever could plausibly make some sparks. If you make the kindling, are you left with a 0.5kg branch? Should turn the rest to wood scraps.
  12. It does, and it means you can't just walk and walk without resting when being pursued by animals. Its also a compelling reason to use a horse for fighting.
  13. You should be able to make kindling with the crude knife. Maybe my memory fails me, but if branches are 2kg then you should get a 1.5kg kindling and 0.5kg wood scrap from this process. I forgot how you make a fire with that but the process should be significantly streamlined.
  14. I wonder if they are slated for removal in the internal dev roadmap. It's possible they have two skills in mind to replace them in the food affinity sequence, but the code isn't in place yet. In any case, people who have 50/70/90 in skills that are slated for removal should probably still get a title that they can keep after the skill is removed. It seems like such an easy thing to do that it doesn't really need to be wait for a larger change.
  15. Yeah its stupid. I should be able to include as much as I can physically carry in my hammerspace pockets.
  16. Wagons can't carry a bsb unless they're runed. It might be nice to have different wagon variants but tbh I think the solution lies in making more temporary structures and increasing their functionality - letting people set up and take down camps in places and recovering most of the resources when they leave. Having a way to dismantle a wooden altar and reassemble it somewhere else might be a reasonable compromise that doesn't allow people to just load and drop.
  17. I feel like you could probably avoid the need to implement each variation individually if you made the different parts render as different colourable layers. Similar to how Crusader Kings lets you design your own heraldic arms ingame using a series of different layers and textures that you can mix and match.
  18. I do like the idea of spidersilk as a drop from goblin camps and the non-dragon uniques, but I don't think they need such elaborate properties. Imo they should confer a cloth-leather level of protection whilst increasing your speed by 10% (same effect as frantic charge). Having it slightly reduce casting difficulty would also be decent, but it shouldn't be overpowered or do something especially strange.
  19. I feel like Blade Smithing and Weapon Head Smithing have always been completely pointless skills, but I think the general theme is that they add the titles for people with the requisite skill who suggest a name.
  20. I agree, this is very helpful for new players. Make it a UI element that can easily be turned off by someone who doesn't need it, but is turned on for new players by default.
  21. So what's the problem? Clearly there isn't an issue with people forever living on starter if that's the case. It feels like a load of people just sit in their castles and moan that the enemy isn't instigating fights where they want to take them. If you want to fight MR then go fight MR.
  22. But why incentivise PMKs? There's no specific reason for doing so. They already announced that the appointment and challenge of kings in template kingdoms will change. PMKs are also inaccessible to new players, so the issue is not resolved with your suggestion. Tbh the more extreme solution would be to simply remove or rework most of the titles. The idea that the priest titles have to be rotated around the group to help everyone do their channeling grind is already a very silly meta. A lot of the other ones are broken and have been for many years.
  23. Title pretty much sums it up. With Holy Sites coming imminently I don't really see the point of the WL and BL on PvP servers any longer. It makes the whole deal of priesting up and recharging artis more interesting if the locations move. Holy Sites on PvP should have a preference for spawning nearer to their associated kingdom (randomly for Vynora). That makes it somewhat easier for JK to control Fo artis, MR to control Mag artis, and HOTS to control Lib artis. It makes the act of priesting up less about just sailing/naked running to the holy site and involes a bit more prep. There's probably a lot of other ways Holy Sites could tie into the PvP experience but this one seems incredibly obvious and would stop all 3 WL Gods being bunched up in one spot, as well as making the recharge of all 9 WL artifacts at once impossible.
  24. this kills the pvp server Some people have jobs, families, and lives outside Wurm. The game has to respect that fact.
  25. MR is obviously better suited to living on starter given the state that its presently in, but if they were to build up massively then there ought to be an incentive for the majority of their group to move off starter in the future. It's clear that geographical concerns alone are not enough to get groups off starter, and the prospect of remaining there indefinitely is simply too attractive for anyone but the most powerful PvP group. Wurm has both perceived and actual metas - imo the idea of bunching up in a small area like the starter area is a "perceived" meta that is actually fundamentally wrong and misguided, but nonetheless what risk-averse players will do once they've already sunk a lot of time into building up a base there. There has to be ways in which players are forced to create at least a small outpost off starter to get what they want for their starter deed, because this is the most viable hook to get them into a position of safety on the mainland and eventually build up a viable fortification around it. I think a lot of players are strongly attached to their false metas and often need quite a firm kick to do something else. Evidently there needs to be a balance so that people can actually get a foothold off starter without being curbstomped, but it's hard to identify what that is.